Blanka Labwork Thread

I didn’t see this in the combo thread but I’m gonna post it here because of an amusing quirk:
j.hk, st.mp, cr.mk xx h.ball xx super

The damage it does depends on how much health the character has.

High health chars: 570 damage
Medium health: 567 damage
Low health: 564 damage
Seth: 561

If you substitute the j.hk for a neutral j.hk, you can make the damage go up to 574. One setup on large characters is to knock them down, then hop behind them (so that they don’t push you away on wake up) and neutral jump hk into combo. Anyone wanna test if it’s viable vs Boxer’s dashing straight?

By the way, is this Blanka’s most damaging non counter-hit combo?

Oh I forgot to mention it won’t connect on smaller to medium sized standing chars because the cr.mk pushes them too far away so it’s not possible to cancel the h.ball into super. It works if they are crouching though. I think it only works on Seth if he’s standing. At any rate, it’s not one of those combos you can land very often so I wouldn’t worry too much about the details.

yeah that happens a lot with combos into super/ultra. You hit a guts level during the hits, which really limits their damage. It is sort of annoying.

New meaties!

Blanka has very good hitboxes on both his cr.jab and his st.jab, which allow for safe meaties even against characters with fast reversals(not Ken though cause his dps are stupid).

cr.jab/st.jab setup
Sweep, lp elec, cr.jab.

hard to get the elec perfect so generally it’ll work for both okay.

Still working on practical applications, but the st.jab setup will make ryu’s dps whiff or stuff them if your spacing is on. cr.jab setup can make akuma’s dps whiff or have only one hit that doesn’t knock down hit you, allowing you to hit him with something big as he comes down.

Think you could option select ultra 2 against Akuma and hit both teleports and whiffed dps.

Just throwing this out there.

the cr.hk, nj, far.mp meaty I talked about a month or so ago is pretty good against Abel at max range. EX tornado throw whiffs allowing you to punish and ex COD is blocked allowing you to punish with throw. If he blocks it you are +1, gain a little meter, and push him away.

If he backdashes you can os slide I think, but i haven’t tested that yet.

He can ultra 2 through the meaty though.

EDIT: OS slide deals with both back dash and tags the whiffed EX tornado throw, but it doesn’t auto correct for EX roll.

So
With OS slide
Beats
Tornado throw, ex tornado throw
lp,mp,hp roll
backdash
EX COD
U1

loses to
U2
HP super

resets to neutral and gives you a meter advantage
EX roll
block

reading back through this is making me remember stuff. I need to get back to using some of this stuff in games, I’ve been lazy with varying my offense as of late, but it is much more diverse since I started this thread.

New thing

vs. Bison
if you block the last hit of short scissor kick standing in the corner and hold back the followup cr.short will whiff. I knew this on some level because I was always told to do this and hit jab, but I never knew you had to stand block, and secondly because the short whiffs, you can whiff punish it for major damage, ultra is a little impractical but st.lp xx hp ball xx super does 470. You can also punish with a sweep if you have great timing. st.hp seems better though.

I did this three times in a row with a bison last night. Blocked scissors high in the corner, cr.lk xx hp.ball punish. Each time he went to punish the ball with scissors kick it would whiff. Broke his frametrap. Maybe he was just an idiot though? I’d have guessed that a st.hk from bison would have punished the first ball, pushback can’t have been that far, that st.hk has a big reach.

can i find blanka’s frametraps anywhere?

i know cr.MK -> st.HK beats every normal in the game but sometimes st.HK wiffs or foes get used to my trap and stop mashing jab!
which do you guys use?

how to make a basic frame trap, find the +frames on something, find something that will hit before the opponent would thow out their fastest normal.

Up close I use cr.lk -> st.lp if the cr.lk isn’t meaty
a little bit farther I use cr.lk/cr.mk -> cr.mk combo to sweep if I get the CH, this is great on meaties too
or cr.lk -> cr.mk, cr.mk xx ball if I get the CH, also great on meaties
far range I use far.mp into cr.hp or st.hp, which isn’t a true setup, but at that range people don’t generally throw out fast normals. St.mp has deceptive frame advantage.

http://shoryuken.com/f252/blankas-frame-data-165906/#post8380617

There are a few practical ones aren’t really true frame traps - they rely on positioning. eg. you don’t a move that’s theoretically unsafe, but you space it in a way that the only way the opponent is able to counter-poke is to use a slow move.

eg. Meaty cr.mk from just inside max range is +2 on block. If you follow up with a cr.hk it will beat most counter-poke attempts, and if they block you should be out of punishment range against many characters. This example also illustrates another technique: using meaties to to create frame-traps.

Going to be doing something new, going to be testing offensive sequences to see if the spacing they give is anything interesting.

Safejump vs. Adon

f.throw, whiff cr.hp, j.hk

backthrow and sweep have to be timed manually, but backthrow is really easy, just walk forward into max j.hk range and thats also the perfect safejump.

I need to test all the characters that you can easily do overhead -> jab xx ball xx super on. on the characters you can’t connect super on(or when you don’t have super) off of a sweep you’re better off doing 2 hit overhead for the bonus damage.

A few gimmicky anti-backdash option selects.

After f.throw, empty f.jump (to charge while moving forward), meaty cr.lk cancelled into:

  • f + hp, hp (just mash it)
  • f + 3P, b, f + 3P

In the first instance, if the cr.lk connects, hp ball will come out. If it misses, st.hp will come out instead which will catch backdashes. You can obviously also substitute a slide or cr.hp instead.

In the second instance, if the cr.lk connects, EX ball will come out (if you have meter). If it misses, U1 will come out. Didn’t test it that much but only seems to work midscreen against Cody because his backdash is so weak. The obvious drawback is that Cody can punish the hp ball on block or hit. If you’re using macros or have 12 fingers or something you can tweak this OS to do EX Rainbow instead of HP ball so that you can land safely on the other side. In AE you’d have to substitute HP ball with LP to make it safe®.

These aren’t that practical in their current state but maybe someone can come up with better uses.

can someone please tell the damn secret to successfully connect u1 after focus crumple?

i do the dash when lvl3 focus is active and get the charge for the ultra. but i can’t get it to connect :frowning:

It’s basically a dash ultra with slightly tighter timing.

Or you can just not dash and do it the second you exit the focus, and it’ll pick them up.

I do dash(hold back), cr.mk, f, b, f + PPP~HK to do plink ultra because I’m way more confident in that than I am doing raw ultra.

I find raw ultra off of lvl 2 focus to be easier than level 3 because there is less hitstop messing up my charge.

Yeah I was messing around with this about 2 months ago. U1 is ass for tagging back dashes. It’s good against Honda and Cody, but I couldn’t figure out anyone else, and I got bored of testing. You don’t have to do ex ball for the second setup you posted by the way.

Option select anti ground u2 is actually really good though, works well vs. Sim/Akuma, but it’s hard to do in certain situations.

My last uber crazy blanka trick

Maybe I’ll upload a video if anyone cares.
Only reason i am talking about this one is due to its sorta random nature and perhaps someone could help make it more consistant.

Awhile back, verserius discussed the unblockable set, with back throw, dash forward, jumping mk.

Well against certain characaters, blanka has a more damaging, highly wierd/ambiguous crossup involving jumping fierce.

The setup is different per character. The easiest one is back throw, dash forward, jumping fierce crossup. the timing for the jump fierce is very tight, and is slightly higher than one would think. This is most effective against large character sizes like sagat, akuma, and fei long. If sagat or akuma tries to uppercut, they always go to the wrong side. If the fierce hits, the damage is really nice, but u must use jab into elec, cant do anything big with neutral medium punch.

Against other characters like guile, the setup is more consistant when done as the following: Backward throw, special hop, walk slightly away from the opponent, then jump with the crossup fierce. Again, works most consistantly on large charaacters.

A third setup is off of forward throw. There are 2 ones that I can use consistantly, but again, consistant in this format is about 1/4 tries. The first is after forward throw, I buffer an immediate light punch elec, walk forward just slightly, then do jump fierce. Works really well on sagat. Only use light elec. While medium elec does work sometimes, its difficult to make work right. Fierce is unusable in this setup. Unless im crazy, all the elec’s give the same meter anyway.

The other setup off of forward throw is simply forward throw, wait a bit, walk slightly forward, and then jump with the crossup fierce. For some reason, this can be more consistant than the elec, but there is no meter gain. I think its more consistant because you have more time to correctly position yourself for the jump, but again meter gain is lost.

Also, depending on range, the same types of setups work after a low roundhouse. Again, hit box of the opponent seems to matter most as far as making it easier. I have successfully done it on smaller hitboxes like viper (ibuki is actually pretty easy too). Ryu however, seems to be extremely difficult.

My questions regarding the setup is about making it more consistant. Of all things, the timing of the jump fierce is the most difficult part, and its a little earlier than you would expect.

As far as tournament worthiness, I find all setups work really well against akuma, fei, and sagat. If done right, reversal uppercut whiffs. One thing to keep in mind, is that blanka should always be ready for the throw break, because frequently the jump fierce will miss entirely and most will immediately try to throw.

Why is this worth it? A: The crossup deals more damage than with the jumping mk. B: The block stun provides greater opportunities for frame traps. C: The crossup itself is EXTREMELY ambiguous and wierd looking, and if used frequently people really start to question how to block blanka’s jump fierce, leading to other damage that blanka normally wouldnt get.

Since ves recently said he wanted others to post up, this is pretty much the last thing I got. I’ve been working for awhile trying to make it consistant as possible, and overall I have had satisfactory results. Would like some help finding more crossup fierce opportunities if anyone knows of them.

PS: As others have said before, the crossup fierce is pretty easy in the corner, especially against large characters, what I offer here are relatively consistant setups that work anywhere in the screen.

I have a lot to say about the above post, but I’m tired as hell, I’ll try to get to it tomorrow. some quick points

? The jumping fierce off of b.throw is probably best vs. Cammy. I have no idea what side I will land on.
? if you try to do a lot of the ambig stuff with too much setup like the setup you mentioned for guile it can be crouched or hit by a late dp type move
? Viper’s vertical hitbox is actually pretty big,
? Ibuki’s hitbox is actually really wide at times, I like to use b.throw, focus dash, j.hp/hk against her, it seems pretty good.
? overall look at focus dashing, if you do it immediately it pushes you backwards just a little bit. It can be substituted for things that are like dash -> tap back

Thats it for now, it’s a good thing to have in hand, I’ve been sort of ignoring it as of late, I really prefer f.throw against most characters just because late whatever blows this up, and I play safe to a fault at times.

will post more tomorrow, thanks for contributing. Blanka needs every thing he can get.

Also, just to be clear, its obiously a bad idea to use the cross up fierce instead of jumping forward when the forward would be an unblockable. So on viper, balrog, guile, and the other two characters, obfiously after back throw the unblockable is superior.

The fierce is more of a situation and character specific tool that, when used correctly can confuse the opponent and get additional damage where normal setups would just lead to standard outcomes.

Also, the crossup fierce is very useful on two specific matches that blanka can have some problems with, namely fei and sagat.

As far as the back throw, special hop fowrad, walk back slightly and crossup fierce, I’m pretty sure its not a safejump style setup, so there are other ways out of it. I pointed it out largely because it is a setup that can crossup if the opponent just tries to block. I should have made it more clear that its not particularily a setup I use, as the other ones are easier and more reliable, but I was trying to cover all the bases.

Ves, thanks for the focus dash ideas. I haven;t worked with that much at all. You have talked about it a bit though, so I would like to clarify its execution. Basically, you are saying after the throw, you immediately on the frame that the throw ends, you focus and immedately dash foward rather than just dash forward, correct?
I know this may be a stupid question, but I have had troubles focusing immediately on wakeup and stuff like that, so I just wanted to be sure I understood what was required.

Anyway, I’ll post up other thoughts if I see them being relevant.

I use b.throw, dash, j.hk against a lot of characters where it won’t crossup. So great against Sagat. J.fierce is better in corner though, and you can actually make it hit normal on him, and then land behind and make him block the following hits crossup, or just crossup fierce.

When I say focus dash I mean exactly that. Focus immediately once you are able to, then immediately dash cancel. Blanka rocks back and it shifts his hitbox. It gives him some more unblockable potential as well as some ambigous jump fierce/roundhouse stuff, but I haven’t messed around with it enough on the unblockable side. It’s something you have to practice, I’m pretty bad at it myself.

off of b.throw against certain characters you can run a mixup between dash and hop, and make the fierce land on one side or the other, or substitute roundhouse for more damage when you dash. Dunno who all this works on. It’s hard to distinguish at times.

Sorry I wanted to post more about this, but I can’t find my notes on it and I’m just running everything off of memory.

Should make a log of b.throw dash/hop/focus dash jump fierce, roundhouse, and forward. you can probably get some pretty great stuff other than unblockables and maybe some more of those.

This is giving me ideas, but I’m tired as hell.

Good stuff.

When im done with some schoolwork, I’ll work out a rundown and see what is what.

In another vein, i’ve been thinking more about unblockable/perfect crossups after forward throw. i don’t understand why it seems relatively easy after back throw, whereas seems practically impossible after forward.

After forward throw, I’ve tried ball setups, elec setups, dash hop stuff. I know, there must be an exact range, depending on character, to find the unblockable distance (or perfect crossup distance if no unblockable against the character) but I frankly cant seem to find it. Maybe thats some more capcom blanka balancing?

I’ll work more on the instand focus dash stuff. I generally shoot for easy exectiton, yet tricky visual, so unless i can get it 100% i’ll likely skip it, but its good to know. Also glad to know that I’m not the only one that has difficulty with that stuff. Like for example, instand focus attack on wakeup against ibuki vortex setups seems like a good strat, but for some reason with blanka i never get the focus to come out and I just get raped. Makes me feel sad, like I cant hit focus on wakeup, me is retarded.